So uh, for some reason using this mod causes me to lose a few gold on random cell transitions. Like 1-4 gold when passing through doors or moving between cells in the world.
I'm getting the same issue. I'll investigate whether it's a conflict with another of my mods, and post the result.
Edit: I disabled all my other esp and esm mods, and it's still happening. It might be conflicting with another MWSE script, of course - they're more annoying to disable.
A note for many who notice that this mod slowly seems to stop working. .... I installed this mod into an already heavily modded Rebirth game and everything was working fine when I began a new character. As time went by, I noticed that fewer bad guys were following me through doors and thought that some other mod had perhaps corrupted Revisited's files. The reason is that my level had risen fairly rapidly. Remember readers that if your character is ten levels higher than the bad guys pursuing you, there is zero chance they will follow through a door (except for guards). Since the vast majority of Morrowind creatures and NPCs are below level 25, by the time you get to level 30, you will see almost no one pursuing you. If you get up to level 40 or 50, the only place in the stock game you will still see creatures following you is in Solstheim. ... It does not mean your mod is broken.
Great mod, sadly it doesn't cooperate well with heavily modded games. In my case, it frequently causes CTDs when exiting from interiors. Total anecdote here but I suspect it might have something to do with actors resetting on cell change
Best I can offer without mucking with the scripting is to increase the number of "free" rides allocated to faction members:
For new games edit the Data Files\MWSE\sve_pursuit_revisited.ini file from: [Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 2,1,1 to [Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 999999,999999,1 that should grant 999999 Almsivi/Divine "free" interventions on joining or or increasing faction rank in the Temple/Cult.
For saved games that the faction has already been joined, open the console and enter: set sve_pursuit_teleport.free_rides_t to 999999 and set sve_pursuit_teleport.free_rides_c to 999999
My game crashes when loading savegames in certain interior cells. When I disable this mod, they can be loaded normally again. Switching to the debug .esp (or back) also works, so it's not really persistent. I can play normally for a while, and at some point a savegame cannot be loaded any more. There are always different cells affected when this happens, but when it does, savegames made in those cells crash the game every time.
There is nothing in the MWSE.log when this happens, with the debug .esp. At least nothing related to this mod, I checked with no other MWSE mods active.
Hi Pherim, Thanks for trying the mod and sorry for the troubles. I've had sporadic such reports but it hasn't been clear to me if it's a bug in my scripting or just some interaction with the game engine that doesn't like moving npc's away from their expected locations. In either case, did you try running the bundled save game cleaning tool (located in the saves/ folder)? I expect that should clean up your saves, although it's a bit of a hassle. If not working for you, please let me know.
will do, thanks, the mods works great, I do have a bit of crictism, I was seen by a nixhound in a cave and was chased by two angry woman who didn't spot me (I think), was this intentional? I didn't see them anywhere near the nixhound and I ran out a loading cell as soon I could
Yeah, sometimes pursuit extends to nearby actors may not have seen you; it’s a limitation of the current scripting. Could be tuned for shorter pursuit distance in the ini file.
Understood. MCM was not available when this mod was developed. I will do my best to support it in the not too distant future, unless someone else volunteers to help with it. Thank you for the suggestion.
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Otherwise it could be days/weeks/months between my logging into Nexus to check my UPDATES.
I'd be mostly fine with it, if it didn't obliterate my ears every time gold left my inventory lmao
mod is solid and functions as intended otherwise
Edit: I disabled all my other esp and esm mods, and it's still happening. It might be conflicting with another MWSE script, of course - they're more annoying to disable.
For new games edit the Data Files\MWSE\sve_pursuit_revisited.ini file from:
[Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 2,1,1
to
[Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 999999,999999,1
that should grant 999999 Almsivi/Divine "free" interventions on joining or or increasing faction rank in the Temple/Cult.
For saved games that the faction has already been joined, open the console and enter:
set sve_pursuit_teleport.free_rides_t to 999999
and
set sve_pursuit_teleport.free_rides_c to 999999
There is nothing in the MWSE.log when this happens, with the debug .esp. At least nothing related to this mod, I checked with no other MWSE mods active.
Thanks for trying the mod and sorry for the troubles. I've had sporadic such reports but it hasn't been clear to me if it's a bug in my scripting or just some interaction with the game engine that doesn't like moving npc's away from their expected locations. In either case, did you try running the bundled save game cleaning tool (located in the saves/ folder)? I expect that should clean up your saves, although it's a bit of a hassle. If not working for you, please let me know.